@@ -130,6 +130,39 @@ Renderer::~Renderer() | |||||
delete m_data; | delete m_data; | ||||
} | } | ||||
/* | |||||
* Buffer clearing | |||||
*/ | |||||
void Renderer::Clear(ClearMask mask) | |||||
{ | |||||
#if defined USE_D3D9 || defined _XBOX | |||||
int m = 0; | |||||
if (mask & ClearMask::Color) | |||||
m |= D3DCLEAR_TARGET; | |||||
if (mask & ClearMask::Depth) | |||||
m |= D3DCLEAR_ZBUFFER; | |||||
if (mask & ClearMask::Stencil) | |||||
m |= D3DCLEAR_STENCIL; | |||||
vec3 tmp = 255.999f * GetClearColor().rgb; | |||||
D3DCOLOR clear_color = D3DCOLOR_XRGB((int)tmp.r, (int)tmp.g, (int)tmp.b); | |||||
if (FAILED(VideoData::d3d_dev->Clear(0, nullptr, m, clear_color, | |||||
g_renderer->GetClearDepth(), 0))) | |||||
Abort(); | |||||
#else | |||||
GLbitfield m = 0; | |||||
if (mask & ClearMask::Color) | |||||
m |= GL_COLOR_BUFFER_BIT; | |||||
if (mask & ClearMask::Depth) | |||||
m |= GL_DEPTH_BUFFER_BIT; | |||||
if (mask & ClearMask::Stencil) | |||||
m |= GL_STENCIL_BUFFER_BIT; | |||||
glClear(m); | |||||
#endif | |||||
} | |||||
/* | /* | ||||
* Viewport dimensions | * Viewport dimensions | ||||
*/ | */ | ||||
@@ -21,6 +21,26 @@ namespace lol | |||||
class RendererData; | class RendererData; | ||||
/* A list of bitmasks to clear a render buffer. */ | |||||
struct ClearMask | |||||
{ | |||||
enum Value | |||||
{ | |||||
/* Note: D3D9 doesn't appear to support the accumulation buffer, | |||||
* and it is a deprecated OpenGL feature. No reason to support it. */ | |||||
Color = 1 << 0, | |||||
Depth = 1 << 1, | |||||
Stencil = 1 << 2, | |||||
All = 0xffffffff | |||||
} | |||||
m_value; | |||||
inline ClearMask(Value v) : m_value(v) {} | |||||
inline ClearMask(uint64_t i) : m_value((Value)i) {} | |||||
inline operator Value() { return m_value; } | |||||
}; | |||||
/* A safe enum to indicate the blending factors. */ | /* A safe enum to indicate the blending factors. */ | ||||
struct BlendFunc | struct BlendFunc | ||||
{ | { | ||||
@@ -118,6 +138,9 @@ private: | |||||
Renderer(ivec2 size); | Renderer(ivec2 size); | ||||
~Renderer(); | ~Renderer(); | ||||
public: | |||||
void Clear(ClearMask mask); | |||||
public: | public: | ||||
void SetViewport(ibox2 viewport); | void SetViewport(ibox2 viewport); | ||||
ibox2 GetViewport() const; | ibox2 GetViewport() const; | ||||
@@ -387,7 +387,7 @@ void TickerData::DrawThreadTick() | |||||
{ | { | ||||
case Entity::DRAWGROUP_BEGIN: | case Entity::DRAWGROUP_BEGIN: | ||||
Scene::GetDefault()->Reset(); | Scene::GetDefault()->Reset(); | ||||
Video::Clear(ClearMask::All); | |||||
g_renderer->Clear(ClearMask::All); | |||||
break; | break; | ||||
default: | default: | ||||
break; | break; | ||||
@@ -185,36 +185,6 @@ DebugRenderMode Video::GetDebugRenderMode() | |||||
return VideoData::render_mode; | return VideoData::render_mode; | ||||
} | } | ||||
void Video::Clear(ClearMask m) | |||||
{ | |||||
#if defined USE_D3D9 || defined _XBOX | |||||
int mask = 0; | |||||
if (m & ClearMask::Color) | |||||
mask |= D3DCLEAR_TARGET; | |||||
if (m & ClearMask::Depth) | |||||
mask |= D3DCLEAR_ZBUFFER; | |||||
if (m & ClearMask::Stencil) | |||||
mask |= D3DCLEAR_STENCIL; | |||||
vec4 tmp = 255.999f * g_renderer->GetClearColor(); | |||||
D3DCOLOR clear_color = D3DCOLOR_XRGB((int)tmp.r, (int)tmp.g, (int)tmp.b); | |||||
if (FAILED(VideoData::d3d_dev->Clear(0, nullptr, mask, | |||||
clear_color, | |||||
g_renderer->GetClearDepth(), 0))) | |||||
Abort(); | |||||
#else | |||||
GLbitfield mask = 0; | |||||
if (m & ClearMask::Color) | |||||
mask |= GL_COLOR_BUFFER_BIT; | |||||
if (m & ClearMask::Depth) | |||||
mask |= GL_DEPTH_BUFFER_BIT; | |||||
if (m & ClearMask::Stencil) | |||||
mask |= GL_STENCIL_BUFFER_BIT; | |||||
glClear(mask); | |||||
#endif | |||||
} | |||||
void Video::Destroy() | void Video::Destroy() | ||||
{ | { | ||||
delete g_renderer; | delete g_renderer; | ||||
@@ -22,25 +22,6 @@ | |||||
namespace lol | namespace lol | ||||
{ | { | ||||
struct ClearMask | |||||
{ | |||||
enum Value | |||||
{ | |||||
/* Note: D3D9 doesn't appear to support the accumulation buffer, | |||||
* and it is a deprecated OpenGL feature. No reason to support it. */ | |||||
Color = 1 << 0, | |||||
Depth = 1 << 1, | |||||
Stencil = 1 << 2, | |||||
All = 0xffffffff | |||||
} | |||||
m_value; | |||||
inline ClearMask(Value v) : m_value(v) {} | |||||
inline ClearMask(uint64_t i) : m_value((Value)i) {} | |||||
inline operator Value() { return m_value; } | |||||
}; | |||||
struct DebugRenderMode | struct DebugRenderMode | ||||
{ | { | ||||
enum Value | enum Value | ||||
@@ -68,11 +49,11 @@ public: | |||||
static void Setup(ivec2 size); | static void Setup(ivec2 size); | ||||
static void Destroy(); | static void Destroy(); | ||||
static ivec2 GetSize(); | |||||
static void SetDebugRenderMode(DebugRenderMode d); | static void SetDebugRenderMode(DebugRenderMode d); | ||||
static DebugRenderMode GetDebugRenderMode(); | static DebugRenderMode GetDebugRenderMode(); | ||||
static void Clear(ClearMask m); | |||||
static void Capture(uint32_t *buffer); | static void Capture(uint32_t *buffer); | ||||
static ivec2 GetSize(); | |||||
}; | }; | ||||
} /* namespace lol */ | } /* namespace lol */ | ||||
@@ -472,7 +472,7 @@ public: | |||||
#else | #else | ||||
m_meshes[i].m1.Render(m_mat); | m_meshes[i].m1.Render(m_mat); | ||||
#endif | #endif | ||||
Video::Clear(ClearMask::Depth); | |||||
g_renderer->Clear(ClearMask::Depth); | |||||
} | } | ||||
} | } | ||||
Scene::GetDefault()->GetCamera()->SetProjection(default_proj); | Scene::GetDefault()->GetCamera()->SetProjection(default_proj); | ||||
@@ -78,7 +78,7 @@ public: | |||||
RenderContext rc; | RenderContext rc; | ||||
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | ||||
rc.SetClearDepth(1.f); | rc.SetClearDepth(1.f); | ||||
Video::Clear(ClearMask::Color | ClearMask::Depth); | |||||
g_renderer->Clear(ClearMask::Color | ClearMask::Depth); | |||||
} | } | ||||
m_fbo->Unbind(); | m_fbo->Unbind(); | ||||
@@ -126,7 +126,7 @@ public: | |||||
RenderContext rc; | RenderContext rc; | ||||
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | ||||
rc.SetClearDepth(1.f); | rc.SetClearDepth(1.f); | ||||
Video::Clear(ClearMask::Color | ClearMask::Depth); | |||||
g_renderer->Clear(ClearMask::Color | ClearMask::Depth); | |||||
} | } | ||||
m_fbos.Last().m1->Unbind(); | m_fbos.Last().m1->Unbind(); | ||||
} | } | ||||
@@ -137,7 +137,7 @@ public: | |||||
RenderContext rc; | RenderContext rc; | ||||
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | ||||
rc.SetClearDepth(1.f); | rc.SetClearDepth(1.f); | ||||
Video::Clear(ClearMask::Color | ClearMask::Depth); | |||||
g_renderer->Clear(ClearMask::Color | ClearMask::Depth); | |||||
} | } | ||||
temp_buffer->Unbind(); | temp_buffer->Unbind(); | ||||
@@ -198,7 +198,7 @@ public: | |||||
RenderContext rc; | RenderContext rc; | ||||
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | ||||
rc.SetClearDepth(1.f); | rc.SetClearDepth(1.f); | ||||
Video::Clear(ClearMask::Color | ClearMask::Depth); | |||||
g_renderer->Clear(ClearMask::Color | ClearMask::Depth); | |||||
} | } | ||||
temp_buffer->Unbind(); | temp_buffer->Unbind(); | ||||
@@ -228,7 +228,7 @@ public: | |||||
RenderContext rc; | RenderContext rc; | ||||
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | ||||
rc.SetClearDepth(1.f); | rc.SetClearDepth(1.f); | ||||
Video::Clear(ClearMask::Color | ClearMask::Depth); | |||||
g_renderer->Clear(ClearMask::Color | ClearMask::Depth); | |||||
} | } | ||||
m_fbos[f].m1->Unbind(); | m_fbos[f].m1->Unbind(); | ||||
@@ -251,7 +251,7 @@ public: | |||||
dst_buf->Bind(); | dst_buf->Bind(); | ||||
/* FIXME: we should just disable depth test in the shader */ | /* FIXME: we should just disable depth test in the shader */ | ||||
Video::Clear(ClearMask::Depth); | |||||
g_renderer->Clear(ClearMask::Depth); | |||||
m_fbos[f].m2->Bind(); | m_fbos[f].m2->Bind(); | ||||
int i = 0; | int i = 0; | ||||
@@ -270,7 +270,7 @@ public: | |||||
} | } | ||||
} | } | ||||
Video::Clear(ClearMask::Color | ClearMask::Depth); | |||||
g_renderer->Clear(ClearMask::Color | ClearMask::Depth); | |||||
//FRAME BUFFER DRAW | //FRAME BUFFER DRAW | ||||
m_timer -= seconds; | m_timer -= seconds; | ||||
@@ -282,7 +282,7 @@ public: | |||||
RenderContext rc; | RenderContext rc; | ||||
rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | ||||
rc.SetClearDepth(1.f); | rc.SetClearDepth(1.f); | ||||
Video::Clear(ClearMask::Color | ClearMask::Depth); | |||||
g_renderer->Clear(ClearMask::Color | ClearMask::Depth); | |||||
} | } | ||||
m_fbos[m_cur_fbo].m1->Unbind(); | m_fbos[m_cur_fbo].m1->Unbind(); | ||||
@@ -313,7 +313,7 @@ public: | |||||
dst_buf->Bind(); | dst_buf->Bind(); | ||||
/* FIXME: we should just disable depth test in the shader */ | /* FIXME: we should just disable depth test in the shader */ | ||||
Video::Clear(ClearMask::Depth); | |||||
g_renderer->Clear(ClearMask::Depth); | |||||
shader->Bind(); | shader->Bind(); | ||||
//08_FBO ?? | //08_FBO ?? | ||||